Framing a Design-Based Research Study of Alternate Reality Gaming in Higher Education
Author(s):
Katerina Economides (presenting / submitting) Charlotte Holland (presenting)
Conference:
ECER 2016
Format:
Paper

Session Information

22 SES 06 C, Digital Support and Context for Learning

Paper Session

Time:
2016-08-24
15:30-17:00
Room:
NM-J109
Chair:
Maja Jankowska

Contribution

This PhD research study aims to examine how Alternate Reality Games (ARGs) contribute to the engagement of higher education students with current human rights and sustainability issues, such as the refugee crisis. Can these immersive game experiences promote deep, transformative learning and enable change agency in human rights/ sustainability education?

 

An ARG is an interactive narrative ‘that plays out in real time, using real communications media to make it seem as though the story were really happening’ (Phillips 2012: 19). Players are involved in a series of challenges that are deployed both online and in the real world (Whitton et al. 2014). These immersive quests usually unfold around websites containing clues, fictional characters’ blog posts or Social Media status updates, videos, emails, text or audio messages, and in some cases physical objects such as map clippings or business cards. Participants navigate through real and fictional websites, decode encrypted messages, solve puzzles, gather clues and interact with fictional characters via email, chat or SMS, in order to progress through the story and resolve a problem or a mystery.

 

Why ARGs? ARGs are customizable, cost-effective, highly interactive games that use technology easily accessible in higher education. This immersive game format can be an effective vehicle for deep, transformative learning.

 

The research will involve the design and development of ARG activities that will be integrated within courses in a higher education setting. The study will examine the nature and level of students' engagement with the game and the impact of ARGs on their motivational levels. Furthermore, the study will explore the impact of ARGs on learners' cognitive frames of thinking. Through qualitative and quantitative data analysis, the study will determine whether ARGs have an impact on participant’s dispositions regarding particular human rights abuse issues and whether they can enable positive change and action. Lastly, the use of this particular game genre will be discussed, with emphasis on whether the techno-pedagogic design of the ARG activities is an effective model for game-based learning in higher education.

 

This research aims to discover how Alternate Reality Games (ARGs) can enhance the learning process, for higher education students engaged in Human Rights studies. The research will involve the design, development and assessment of ARG activities that can be integrated within learning environments.

 

The study will examine:

 

  • The nature and level of learners' engagement in ARGs: interaction with story and characters, choices, solutions, progress.
  • The impact of ARGs on motivational levels of learners: participants’ dispositions towards the ARG experience.
  • The impact of ARGs on learner’s cognitive frames of thinking. Has there been a shift of perspectives towards human rights abuse?
  • The potential of ARGs in enabling change agency within human rights education.
    • The effectiveness of the techno-pedagogic design of this project.

Method

This research will employ a Design-based Research Model, and a mixed methods research approach. The Design-based Research Model ‘seeks to increase the impact, transfer, and translation of education research into improved practice’ (Anderson et al. 2012: 16). Researchers who follow this model undertake tasks of both designers and researchers, ‘drawing on procedures and methods from both fields’ (Wang & Hannafin 2005: 6). Qualitative and quantitative data will be managed by following Creswell’s Convergent Parallel mixed methods research approach (Creswell 2011). According to this design, all qualitative and quantitative data collected during each research phase will be analyzed independently and the results will be merged and compared during interpretation. Sampling: The target population for this study will be higher education students in an Irish university setting, undertaking study within the thematic areas of human rights and/or sustainability. The number of participants will be in the region of 150 students. Data Collection: The data collection tools include: surveys, statistical data gathered through digital tracking software, semi-structured interviews, focus groups, observation and reflective diary. • Surveys will be deployed to gather data on pre-existing dispositions and perspectives on current human rights issues, such as the refugee crisis. • Data will be collected digitally during the ARG intervention, through tracking user interactions within the ARG learning activities, to reveal the learner’s patterns of engagement with the ARG activities. • The researcher will be monitoring interactions in the game’s online community forum and social media pages to ascertain student collaboration. • Individual semi-structured interviews and focus groups (audio-recorded) will be undertaken with participants to explore learner’s dispositions or levels of motivation throughout the ARG experience. • Reflective Diary will capture researcher’s own reflections, insights, critical moments, and memos on processes of design, research and personal development throughout this study. Data Coding and Research Report: Following data collection, a thematic data coding approach will be used. All data sets will be categorised and scrutinised, in order to identify underlying themes and patterns. After reporting about the selected sample, a detailed account will be given on the collected data and observations, followed by a discussion on the detected patterns. Finally, an overall representation of the case will be constructed, with conclusions drawn in accordance with the study’s research questions. Ethical concerns and confidentiality: Participation in the study will require the completion of an ‘Informed Consent’ form, which will protect the participants’ rights, anonymity and responses.

Expected Outcomes

The ARG is a short interactive story that can be completed within a specified amount of time (1 to 3 days). Through the course of the experience students will be presented with multimedia visuals, images and recorded messages, and they will navigate through websites and Social Media platforms (Twitter, YouTube) for clues and answers. The intervention will be incorporated in the university curriculum and the story will be unveiled as part of a Human Rights/ Sustainability course. The following is a draft frame for a sample ARG intervention: • Story: Participants are ‘hooked’ by being exposed to or presented with a public message (video/ social media, etc.), which turns out to be an emotional cry for help for example. • Gameplay: Through QR codes, encoded messages, image clues, audio clues, character blog posts and videos, the participants have to try to help solve the crisis. • Learning Outcome: Through each interactive story, awareness will be raised on human rights/ sustainability issues. Participants will critical examine of their own beliefs and values bases, engage in critical discourse on the issues and ultimately will be encouraged towards becoming change agents in society. The focus of this EERA presentation is to critically review the factors influencing the decision to use the Design-based Research Model in this study. The researcher will engage in discourse on the complexities of using this model to frame the design, implementation, and research parameters of this study of Alternate Reality Games in education. Furthermore, the researcher intends to present a number of ARG scenarios that have been created for the study, with a view to critiquing the key design criteria that have influenced their design.

References

Anderson, T., Shattuck, J., & Brown, A. (2012). Design-Based Research: A Decade of Progress in Education Research? Educational Researcher, 41(1), 16–25. Brown, A. L. (1992). Design experiments: Theoretical and methodological challenges in creating complex interventions in classroom settings. Journal of the Learning Sciences, 2(2), 141–178. Burke, B. (2014) Gamify: How Gamification Motivates People to Do Extraordinary Things, MA: Bibliomotion Collins, A. (1992). Towards a design science of education. In E. Scanlon & T. O’Shea (Eds.), New directions in educational technology (pp. 15–22). Berlin: Springer. Gee JP. (2007) What Video Games Have to Teach Us about Learning and Literacy. St. Martin's Griffin; 2nd edition Jenkins H., (2006) Convergence culture: where old and new media collide, New York, New York University Press. Jenkins H., (2007) ‘Transmedia Storytelling 101’, Confessions of an Aca-fan: The official Weblog of Henry Jenkins, March 22, 2007. Accessed 15/11/15 via: http://henryjenkins.org/2007/03/transmedia_storytelling_101.html Kapp, K. M. (2012) The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education, CA: Pfeiffer Moseley, A. (2008), An Alternative Reality for Higher Education? Lessons to be learned from online reality games. In: A L T - C 2 0 0 8 , Leeds, UK, 9-11th September 2008 Philips, A. (2012) A creator’s guide to Transmedia Storytelling: How to captivate and engage audiences across multiple platforms, USA: McGraw Hill Prensky M., (2001), Digital Natives, Digital Immigrants Part 1, On the Horizon, Vol. 9 (5) pp. 1-6 Squire K and Jenkins H (2003) Harnessing the power of games in education. InSight 7-33. Accessed 28/06/15 via: http://plato.acadiau.ca/courses/engl/saklofske/download/digital%20gaming%20education.pdf Wang, F., & Hannafin, M. J. (2005). Design-based research and technology-enhanced learning environments. Educational Technology Research and Development, 53(4), 5–23. Whitton, N. (2014). Digital Games and Learning: Research and Theory, New York, Routledge Whitton N., Jones R., Wilson S. & Whitton P. (2014) Alternate reality games as learning environments for student induction, Interactive Learning Environments, 22:3, 243-252

Author Information

Katerina Economides (presenting / submitting)
Dublin City University
Education Studies
Dublin
Charlotte Holland (presenting)
Dublin City University, Ireland

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